Krikkitone wrote:
Your Requires propaganda to achieve a particlar result...No other system does that.. also yours allows Propaganda to achieve ANY result... ie with enough trade you can be Anywhere on the spectrum you want. That makes it either too flexible, or too hard to manipulate (depending on the cost of propaganda)
Bigjoe5 wrote:
-The amount of Trade expended for 1 point of Propaganda should be significantly more than 10 times as expensive as 0.1 points of Propaganda. First of all, this will make just .1 or .2 points of Propaganda extremely cheap, which will allow essentially any player to easily make up for a few decimal points of alignment growth using Propaganda, so the player only has to move to the extreme end of the alignment scale if he really chooses to. This has the added advantage that players in the end-game who are "essentially locked" into an alignment are there because they deliberately chose that alignment, not because they accidentally drifted there due to not micromanaging enough. Secondly, this means that since a whole point of Propaganda is extremely expensive, only players with lots and lots of Trade will be able to make up for significant inconsistencies between what they do and how they want to appear, which is good, IMO.
Essentially, what you are saying is that "This system will have to be balanced, so it's bad." I don't think that holds a lot of water.
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It is a fixed total expenditure (the made up ~2,000 Trade required to move from 10 Alignment to 90) that impacts the rest of the game.
That is OK if it is an "Achievement" like getting a new tech level, but there should be no 'solid benefit' of 90 v. 10 it is entirely situational whether that is negative or positive.
So having a 90 v. having a 10 (or a 50) should be a result of having certain situations in your empires strategy rather than its Spending
An empire's spending is a part of its strategy. How an empire acts is still the primary factor for a normal empire's alignment scale, but particularly diplomatic empires have additional flexibility to manipulate the political end of things, which is as it should be.
In addition, it is by no means a fixed expenditure to get from 50 to either 10 or 90. It's based very heavily on the empire's actions. If both empires were involved in a lot of wars, the one whose bloodthirstiness is at 10 had to spend a lot of trade to get his alignment there, which means that he must have a really important strategic reason to both
-start lots of wars, and
-appear Pacifistic.
The strategic tradeoff to this is that he will have had to produce a lot of trade at the expense of other resources. I really don't see this as game-breaking (and this is a
really bad example to be arguing, because you have to wonder, why are these guys so intent on staying just 10 away from the extreme? It could happen, certainly, but I would expect it to be very rare).
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Empires are forced to TEND to be less neutral towards the end of the game because it costs trade to Not be Less neutral.
It is a bad thing because it forces a particular game flow in the beginning of the game that is different than that at the end.
Ideally we/or mods should be able to balance the game flow as will best fit gameplay, not what is required by a system already in place.
Bigjoe5 wrote:
-The amount of Trade expended for 1 point of Propaganda should be significantly more than 10 times as expensive as 0.1 points of Propaganda. First of all, this will make just .1 or .2 points of Propaganda extremely cheap, which will allow essentially any player to easily make up for a few decimal points of alignment growth using Propaganda, so the player only has to move to the extreme end of the alignment scale if he really chooses to. This has the added advantage that players in the end-game who are "essentially locked" into an alignment are there because they deliberately chose that alignment, not because they accidentally drifted there due to not micromanaging enough. Secondly, this means that since a whole point of Propaganda is extremely expensive, only players with lots and lots of Trade will be able to make up for significant inconsistencies between what they do and how they want to appear, which is good, IMO.
It costs a practically insignificant amount of trade to stay neutral if your imperial actions actually tend towards neutrality. If you're worried about the player microing his propaganda so that it he never has to pay for it within what he deems an "acceptable range", it would be a simple matter to let the player choose a continuous range of values for his propaganda target, so for example, propaganda will never be active if alignment is between 40 and 60, but as soon as it goes outside that range, propaganda starts up and moves the value back into the target range. A player who's really playing neutrally will hardly ever incur propaganda costs to stay in the (player-defined) "alignment neutral zone".
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You can't have "fading changes" put into your system, the time scale is either too short (large instant adjustment) or too long (slow movement to 0 or 100)
You can have fading changes to happiness because it's a classic meter.
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some examples
Consistent movement (all Current Values move by exactly 1 per turn towards their targets)... benefit easily predictable throughout the game
Manipulatable movement (Current values move towards target by a number that depends on other non-target variables)... benefit, movement speed is Independent of what the target is, creating manipulatable "time scale" of social effects [in your system the amount changes, but it effectively amounts to a change in target]
Exponential decay (All current values move towards their Targets by % of the Current Target difference)....benefit, The ability to accurately display Historical factors (if there is a 5% decay, then The impact of historical events can be EASILY calculated and stored)
Your model forces the change to be the manipulated value by not allowing the target to depend on choices you make (besides the propaganda, which is potentially either too hard or too easy)
Bigjoe5 wrote:
I think it's good if alignments aren't as significant in the early game; it allows the player to be more flexible in the early game when he's still learning about the galaxy and developing his strategy. If, in the early-mid game, the player decides that the conditions of the galaxy call for a total reversal of one or more of his alignments, that should be possible without causing total upheaval.
Bigjoe5 wrote:
I've explained that; in the early game, the player shouldn't have to worry about actually losing one of his precious few planets in a rebellion.
Bigjoe5 wrote:
As I've said, it's better if empires are more neutral towards the beginning of the game because that's when their strategy needs to be the most flexible. Why do you think that this is a bad thing?
These are a couple of reasons why alignment and allegiance values changing the way I've described is good. I don't think that the advantages to the possibilities you've described outweigh these.
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In All other ways besides yours, the Certain value is the direct result of ALL your choices not just propaganda spending.. which makes it very hard to get a particular alignment value and too easy to maintain it. Getting a particular alignment value should only require setting up your empire in a particular way and waiting.. Just as easy to get as to maintain.
In my system, the value of alignment growth is the direct result of all your choices
including - secondarily and
optionally - propaganda. Propaganda is not meant to dominate the system. It's just meant to avoid micromanagement and allow additional political flexibility for diplomatic empires, both of which it accomplishes quite elegantly, IMO.
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An impact on Happiness that is going to be applied to all planets of a particular Across your Empire gets the EXACT same effect on those planets as an imact on Allegiance.
The Imact on Allegiance however has additional beneficial effects (ability to spy on the species, properly calculated if there was a ownership shift of the planet, reach beyond your empire, etc.)
It also is readable by looking at a single meter.
The difference between the two options is that the impact on allegiance will end up having a further impact on further one-time diplomatic negotiations. A series of such negotiations between several empires over a long period of time would have a chaotic effect on allegiance, whereas if such negotiations only affected happiness, the effects on happiness would change predictably with whatever predictable changes in allegiance were already in place.
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So Blue can make Red an Ally because Red has an Alignment that matches with George
This gives Blue more George Allegiance....
Allowing them a better ability to spy on a Black George world (those local George's like the fact that Blue is supports egalitarian empires)
Blue's "George military units" are more likely to hold the line.
Not possible with happiness/Discontent/Local effects
It's true that there will be effects that will occur if allegiance is affected that will not occur if only happiness is affected. The question is whether or not there is a compelling justification for including such effects. A one-time bonus to current happiness is adequate incentive to give a gift to an empire to whom your species have high allegiance, which means that there are not any significant strategies which are possible if allegiance is affected by such actions, which aren't possible if only happiness is affected. In addition, modifying allegiance would have a more permanent effect, whereas the bonus to happiness would fade, creating renewed incentive to give another gift to the loved empire.
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If the impact ongoing statuses aren't going to be related to species allegiance then that is fine, BUT
Then that means
Giving a gift to them each turn will give me continual allegiance points, but a Trade Traty with them Doesn't have effect?
that is a disconnect between repeated one-time diplomacy and continual diplomacy, and that is a problem
No it doesn't. It means that giving a gift to them each turn will continually increase happiness of species that like them, but having an alliance with them will increase the allegiance of species that like alliances and decrease the allegiance of species that dislike alliances.
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The Strategy it opens up is Alignment, Alliance, Allegiance
making myself look good to a species =Alignment
so that another empire will want to be my friend=Alliance
to make that species like them=Allegiance
So I can manipulate other Empires
I don't see a strategic niche that this would fill that isn't filled just as effectively by Alignment, Presents, Happiness:
-Making myself look good to a species = Alignment
-so that another empire will give me presents/respond positively to my demands = Presents
-to make that species happy in their empire. = Happiness
So I can manipulate other empires just as effectively if one-time gifts affect happiness rather than allegiance.
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One can dump the whole "Diplomatic Impact System" entirely (ie Bloodthirsty species like war Pacifist ones like Peace" being all that's left.)
But I think we agree should be some consequences based on WHO I do diplomacy with. My point is that if there Are going to be ongoing treaties, they should not be different than Repeated one-time actions.
I don't see why. Ongoing diplomatic treaties are significantly different than one-time actions. Ongoing treaties imply a continuing, long-term relationship with another empire, whereas a one-time exchange is just a momentary interaction for the mutual and immediate benefit of both sides. It's only fitting that the long-term relationship should have a continuous, long-term effect (on alignments), and that the one-time exchange give an immediate, but fading benefit (to happiness).
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It avoids the complications you mentioned earlier, yes, but it adds in a whole host of new complications in terms of how allegiance is calculated.
It adds no new complications to how Allegiance is calcuated that wouldn't be added to how Happiness is calculated
Allegiance is
Alignment
+
Species Treatment
This makes it
Alignment (of me+my allies)
+
Species Treatment (of me+my allies)
This simply means you need to check your allies out before making them.. and If your allies change who they are, you may need to ditch them.. ie "we've grown apart..time to breakup..or I'm dealing with a rebellion"
Happiness is a meter, and is subject to all sorts of meter-like effects. Adding one more event that can affect the current value isn't making anything significantly more complicated. Changing the equation of allegiance as you propose adds a great deal of complication by introducing other factors which are weighted in a way that's not obviously intuitive or calculable-at-a-glance, and it does so without an obvious benefit to gameplay.